Blokker (1994)
This was my first published title for the SAM Coupe (the most powerful 8 bit machine known to man!), under the banner of Mungus Software. It was a weird little puzzler involving moving coloured blocks around to crush the bad guys. I was 13 when I made this.
Wabbitz (1996)
a gory little stress relief game. Shoot the cute fluffy wuffy bunny wabbitz! They don't run, or hide, they just want to be your friends. Then they die.
IMPostors! (1996)
My first real epic. A year in development, this was a 75+ level puzzle/platformer in the Lemmings vein. You controlled 5 imps, each with a unique skill. A lot of these design ideas have continued through to Zoo Crew.
Bad Acid (2000)
My first 3D OpenGL graphics demo, as part of my Computer Games Technology degree. Animated cubes and a bunch of other stuff. Not as impressive as later efforts, but I lost all those in a virus so I can't show any screenshots. Other work included
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Doctor Faust
(a point and click adventure game written in Flash),
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Super Ultimate Death Death Kill Death Arena Pro Ultra (Special Edition)
(A crap PS1 game with two blokes shooting each other),
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Evolution
(A rather nifty PS1 platform game starring a caveman)
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Drive-O-Rama
( A so-so 3D driving game on the PS1, with an AI opponent)
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Brave New World
(A very cool OpenGL graphics demo featuring fractal terrain generation)
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Oh No More Spinning Cubes
(A truly awful DirectX graphics demo)
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Virtual Moog (A rather cool tune made from a "synthesiser" I
programmed in a weird language called CSound - the synth was an attempt at
replicating the inner workings of a Minimoog analogue synth)
Corpse Wars: Afternoon of the Living Dead (2003)
A uni group project (you can see a photo of Team Bucket in my photos section). Basically we combined the stuff we were interested in at the time (Jawad's heightmaps, Matt's model loader, my particle system and GUI, Stu's gameplay code) to make a cute turn-based strategy game which plays like a cross between
Worms 3D and a classic Spectrum game called Chaos.
Zoo Crew (2003)
Zoo Crew was Team Brick's winning entry for
Dare To Be Digital 2003 . It earned us the prize for Product With The Greatest Market Potential, something I still plan to build on and get this thing actually shipped one day. Like IMPostors, Zoo Crew is a puzzle/platformer featuring 5 playable characters although this time round they've got a great deal more character than the Imps did, and more skills too. In this image you can see Kenny, the closet transvestite kangaroo; Miles, the jazz loving monkey; and Fifi the bubbly pyromaniac firefly. In the game you nick the clown's trousers as part of a puzzle. Not pictured are Bruce, the canadian beaver who thinks he's Scottish, and Dr. Squid, the megalomaniac evil genius who is scared of the dark.
Harry Potter and the Prisoner of Azkaban: EyeToy
(2004)
My first shipped title at EA was the third Harry Potter game. Specifically, I was the gameplay programmer on the EyeToy minigames on PS2 (the only part of the game which is worth playing). This rather cheesy marketing shot demonstrates the dubiously titled "Gnome Tossing" minigame.
Grand Theft Auto: Liberty City Stories
(2005)
Check it out! I got to work on the biggest videogame franchise of
the early 21st century! Mostly just helping out here and there towards the end,
fixing bugs and generally helping it to be the shiny wonder that it
is.
Downloads
Mungus produced several games for the SAM Coupe,
some of which appeared on issues of the now-defunct and public domain FRED
magazine. You can download them here, along with emulators to run them, and
disk conversion tools if you happen to still have the real thing. Note that the
FRED magazines are now in the public domain, and Mungus's commercial releases
have become KarmaWare, meaning if you like the game, think good thoughts about
the programmer. An email wouldn't
go amiss either!
FRED 70 - Featuring
Wabbitz, a gory little game. Use control keys, space to fire, and enter to
reset the screen
FRED 77 - Featuring Colin's Time Trousers, an
odd little platform game starring the magazine editor at the time
FRED 80 - Featuring a demo of Mungus's
best-selling release Impostors!. Instructions are included
Blokker - Mungus's first commercial release.
Weird little puzzler.
IMPostors! - *COMING SOON* KarmaWare version of Mungus's popular massive Lemmings
style platform/puzzler.
Sim Coupe - This is where you can get
the emulator to run the games
SAMDisk -
A utility to turn these disk snapshots back into real Coupe-compatible floppies
(if you happen to still have a working machine!)
The Fifi Demo
- An open source tech demo made from the best bits of Corpse Wars and Zoo Crew,
featuring Fifi flying over a deformable fractal landscape. WARNING it's a big
download (~4Mb) and although it works with a keyboard, it's best with a PS2
controller plugged into a USB port via an adaptor.
A.I. And Other Good Ways To Kill Players
- Lecture notes for an A.I. ecture I once gave to my fellow uni students, as
part of an initiative for us all to teach each other cool tricks for game
coding.
l33t
On top of all of this, I'm also the creator of the l33t programming language, a
real mindfuck of an esoteric programming language. It's based on two other
esoteric languages, namely Brainfuck and Beatnik, and you enter source as l33t
speak like a real script kiddie. Find the l33t page here.